{$CLEO .cs}
:Throw_TLaser_object_0
03A4: name_thread 'TLASER'

:Throw_TLaser_object_1
wait  0 ms
if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Throw_TLaser_object_1
if
0AB0:   key_pressed 1//-----------------------------press Left mouse button  
004D: jump_if_false @Throw_TLaser_object_1
0247: request_model 3045

:Throw_TLaser_object_3
wait  0 ms
if
0248:   model 3045	 available
004D: jump_if_false @Throw_TLaser_object_3
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset  0.3 5.0  0.0
0107: 1@ = create_object 3045	 at  11@ 12@ 13@
0750: set_object 1@ visibility 1 
04D9: object 1@ set_scripted_collision_check 1 
0382: set_object 1@ collision_detection 1 
0906: set_object 1@ mass_to 30000.0 // float 
0908: set_object 1@ turn_mass_to 30000.0 // float
0172: 19@ = actor $PLAYER_ACTOR Z_angle 
02F6: 15@ = sine 19@ // (float) 
02F7: 16@ = cosine 19@ // (float) 
15@ *= 20.0 // (float) 
16@ *= 20.0 // (float) 
15@ *= -1.0
0819: 18@ = actor $PLAYER_ACTOR distance_from_ground
18@ += 1.0 // (float) 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 15@ 16@ 18@
33@ = 0
0087: 21@ = 15@ // (float)
0087: 22@ = 16@ // (float)
0013: 21@ *= -0.1
0013: 22@ *= -0.1

:Throw_TLaser_object_5
wait  0 ms
if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Throw_TLaser_object_13
0381: throw_object 1@ velocity_in_direction 15@ 16@ 18@
066E: create_particle "tlaserblues" attached_to_object 1@ with_offset 0.0 0.0 0.0 rotation 21@ 22@ 0.0 flag 1 handle_as 26@ 
064F: make_Particle_visible_and_remove_references 26@
if 
0019:   33@ > 1000 
004D: jump_if_false @Throw_TLaser_object_5

:Throw_TLaser_object_13
0108: destroy_object 1@
0249: release_model 3045
0002: jump @Throw_TLaser_object_1

